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Pythia Sash + Fylgja TorqueFollow

#1 May 26 2010 at 2:59 PM Rating: Good
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So what do people think of the new VNM pieces?

Currently, I use Morgana's Choker and Cleric's Belt in those slots. However, once the 80 extra MP from those items is burned off, these pieces do look good to switch into, yes? Like Pergatory, I am a lover of the Magnetic Earring, and the stacking of Conserve MP from the Sash in the waist slot would make the trait even more worthwhile.

I invite comments from my fellow WHM's. :)
#2 May 26 2010 at 3:46 PM Rating: Good
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Absolutely.

Just keep in mind tho, that you absolutely need to change Pythia only after the MP from Cleric's is off. It will take Pythia 3,555MP to make up for those 40MP from cleric's if your macro accidentally eats them.

But idk. My Cure macro keeps lowering on MP each update. Every update a piece of Cure potency is added, without any MP to accompany it. Right now if I use a Theta sash, my Cure Macro gets me to around 870something MP. This is effectively lowering my efficiency zone more and more each update. It's annoying me to no end.



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#3 May 27 2010 at 5:02 AM Rating: Good
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I'm finding the same thing. All this cure potency gear is fantastic but, it's dropping our MP through the floor. The sash is really nice and will probably cut down on the demand for Cleric's Belts as it's more accessible. Right now I won't use it on WHM. Only because between the jobs I have I have other options. I have the MP/Cure Pot sash from assault (lambda?), Cleric's Belt and the -5 ENM sash from Assault if I really need it. However, the sash is a freaking godsend for Cure V (and enfeebling) if you're lacking MND/-ENM gear elsewhere and of course the CMP is always nice.

I'll probably pick up a HQ torque because it can be used across so many of my jobs but I was waiting a bit for the price to settle down and in all honesty, I don't have a desperate need for it right now.

Edited, May 27th 2010 11:03am by eldelphia
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#4 May 28 2010 at 10:55 AM Rating: Decent
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I haven't been able to get my hands on a Pythia Sash yet, but I would like one. I don't quite know how I'm going to use it, for the same reasons that everyone else is talking about - MP. I did recently pick up Fylgja and have been using it for my Cures. It added 2 points to my Cure III... which is actually only a 1% increase now that I think about it. I might have to see how it affects my Cure Vs now that I say that, because the piece may be giving some weird fraction like 15/1024 instead of a real 2%.

Anyway, the Fylgja has a similarly high cost, going from Morganas to this is 40 MP lost, just like Clerics to Pythia. Between the two that's 80 MP. Honestly, I probably will continue using Fylgja, since I rarely cast a Cure first thing out of the gate. Usually at least a Haste or two first, and maybe a Regen II. Plus some of my swaps actually increase MP, such as Cure Clogs to Marduk's Crackows, so it gives me some wiggle room as long as I swap them in the correct order. So 40 MP is acceptable. 80 though... I dunno... I may wait until I get SpellCast set up before I try to use Pythia, so that I can code it to only swap it when my MP won't be affected. Otherwise it just doesn't seem worth it. I do think it's a valuable piece though, if you can use it effectively. Trading 1 MND for a bunch of CMP & Enmity Down, hells yes!
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#5 Jun 03 2010 at 10:54 PM Rating: Good
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I have 2 macro sets for WHM, right next to each other. The first set (#1) does the full gear swaps and everything, without any thought towards what my total MP would look like. The second set (#2) is copied directly from the first set, but I disable a lot of the gear swapping except where the MP loss is minimal and the gain is big (like Aristocrat's Coat).

When I start an event, I'm somewhere between 1160mp ~ 1200mp. Even if we enter fully buffed with full MP, I switch to my #2 macro set and cast a haste, Regen III (swap in Cleric's briault) and just play it by ear (that means no Cure IVs or Flashes) until I hit about ~1000mp or so, then I switch to #1 macro set and continue as normal, only this time I'm doing full gear swaps as appropriate. By the time I get down to around 950mp, I'm full gear swapping on just about every spell I cast, always starting with Cure Clogs and ending with Marduk Crackows.

The whole reason behind this is to cast away the excess mp until I hit my target 'cure set' mp, then I can start to take full advantage of my gear swapping madness. In that case, the loss of MP from Morgana's Choker to Fylgja Torque does not hurt me in the least, I already cast that MP away a while ago with a haste or two.
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#6 Jun 04 2010 at 8:38 AM Rating: Good
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There are bigger upgrades to my other jobs I could make with the money I would use on the torque. Morgana's to Fylgja just doesn't excite me much.
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#7 Jun 12 2010 at 3:04 AM Rating: Good
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Pythia Sash +1's Conserve MP is nice but comes at a cost.

The lack of native MP makes it very difficult to justify this piece even for a taru. +5 Conserve MP is less than 1.5% MP returned.
It's good for those withouth Cleric's Belt, and obviously +1 is really where it is at.

Or put another way, a standard white mage, using up 1,000 MP will see 14 MP retained from the +5 Conserve MP.

Fylgja Torque +1 though I find attractive and have obtained. At least for my Taru based HP oriented setup (i have long since stopped using convert HP to MP pieces, only +MP). I've been full-timing Promised Badge for MIND for quite some time given the dearth of good neck pieces for WHM up to this point. I've always felt the Morgana's Choker wasn't ideal for a Taru WHM, and the various torques are all macro swaps. Fylgja +1 is a major upgrade as it adds 12 hp instead of 10. I lose 5 mnd but gain +3 cure potency and -2 enmity. A really favorable trade off.

Even NQ version of the torque is more than welcome (again this is a Taru).

As for the general comment about cure potency. Absolutely agreed. Too much cure potency, they really unleashed the floodgates, with too little MP back to compensate. As a Taru, I have a small leg up (hehe), as I already have a non hp>mp convert set-up. Roundel Earring is a Macro swap piece for Novia as required, so no net MP loss. Fylja with Promised.

Teiwaz trial weapon also allowed me to switch out of Club/Shield combo. Using Raptors +1 actually gives me HP and MP back, at the cost of 10 MND. for 5% cure potency and +15HP and +10 MP, it's acceptable.

The only piece that I really tear my hair out on is Blessed +1 vs. ASA legs. 5% cure pot is nice, but MP loss, MND loss, haste Loss and -Enmity loss for that stat is way way too much, and I have that piece geared for my SMN instead.

As a general comment SE needs to slow down on cure potency, at least for a bit. I'm sure WHM AF3 will get cure potency gear.
But what I'd like to see, with the forthcoming scaling up of HP bars, is increased base-heals, not more cure potency. The diminishing returns of that multiplier is already setting in


Edited, Jun 12th 2010 2:23am by Dekusutaa
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#8 Jun 12 2010 at 11:24 AM Rating: Good
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As far as I know, we're quickly approaching the Cure Pot Cap without latent gear. 43% available, and it caps at 50%. Using Medicine is enough to cap you at 50% right now (How the cap was found, tests on wiki).

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It is better wither to be silent, or to say things of more value than silence. Sooner throw a pearl at hazard than an idle or useless word; and do not say a little in many words, but a great deal in a few.
- Pythagoras
#9 Jun 14 2010 at 10:10 AM Rating: Good
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Lord Dekusutaa wrote:
The only piece that I really tear my hair out on is Blessed +1 vs. ASA legs. 5% cure pot is nice, but MP loss, MND loss, haste Loss and -Enmity loss for that stat is way way too much, and I have that piece geared for my SMN instead.

I'm currently looking at re-doing my ASA legs myself. I originally did Haste+3 Accuracy+7 because it goes well with Goliard Saio visually, it was fun to melee in. However, I always knew I'd eventually switch to Cure Potency, and just last week I dropped the melee pants so I can re-do them.

What other augment would you have picked along with cure potency? I'm leaning toward Cure Potency & Enmity Down. This would mean losing only MP +5, Haste +4%, and Enmity -2 (I ignore the MND since I'm gaining Cure Potency to make up). I've done a little testing and losing 4% haste would add another second to my Cure V and leave the rest of my timers untouched. The only time my Cure V recast is really an issue is when I'm weakened, the rest of the time I just use a Cure IV after Cure V, and by the time that's done Cure V is ready again. So I'm not too worried about losing the haste, and the 5 MP and 2 enmity are a minor issue. However, if you need the movement speed from the pants then I could see this becoming a much harder choice.

Lord Dekusutaa wrote:
The diminishing returns of that multiplier is already setting in

It's actually not diminishing returns, it's linear. This is a common misconception due to the way the math works. Say your base Cure is 100. 10% potency will give you 10 more HP, or a 110/100 = 10% increase from 100. A second 10% will give you another 10 HP, or a 120/110 = 9.09% increase from 110. So it appears to be diminishing returns if you look at the numbers as an incremental increase, but it really isn't because each 10% adds the same 10 HP healed. You have to compare to the original base value.

Diminishing returns is like Magic Defense Bonus. Let's say you are taking 100 damage from a nuke. If you add 10 MDB, your damage will be: 100/110 = 90.9 damage. If you add another 10 MDB, your damage will be: 100/120 = 83.3 damage. The first 10 MDB reduced damage by 9.1, while the next 10 MDB reduced it by a further 7.6. True diminishing returns tend to be a result of the modifier being on the divisor of the equation rather than the multiplier. Cure potency is a multiplier while MDB is a divisor.

Short version: Cure Potency rocks and until we hit the cap I can't get enough of it!
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#10 Jun 15 2010 at 11:17 AM Rating: Good
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Tbh, me I don't have ASA but i wish i did ._.
If i ever got my Dragon pants I *know* I'd get Cure potency and Movement speed, due to my nonendgameness, (HNM-wise)
I know i'll never get me some herald's XD (Unless i win bonanza but i dont see THAT happening). *shrug* though its a hard choice to make these are my choices if i *ever* get ASA.
(and you could just re-do the fight if you aren't satisfied with your pants results anyway xD)

Edited, Jun 15th 2010 1:18pm by Binckly
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